 infobox outer plane name limbo rune limbo gif align chaotic neutral layer_num 1 faction xaositects gatetown xaos prev ysgard next pandemonium physical conditions physical conditions physical conditions many refer to limbo as an infinity of chaos matter and though not entirely inaccurate this does miss the heart of the issue limbo isn't all any one thing it'd be too predictable after all but it isn't everything either it it's both at once with the aforementioned chaos matter constantly shifting taking the form of other types of matter before eventually dissolving back to normal or not it it's best described as a massive soup or stew a broth filled with bits of meat and vegetables those islands of sustenance breaking off and merging with the broth air bubbling through it and stirring up a bit of froth in the mix all things yet not unfortunately for most this shifting plasm tries to bring other matter down with it with any objects left loose in the liquid eventually being eaten away to nothing creatures as well suffer this taking 1d6 points of damage per turn though a  protection from lightning  spell can hold off this effect some creatures are immune to the entropic nature of limbo able to swim freely through the mass even breathe it as it it's only breathable if you happen to luck into a node of air or for some folks water any being of chaotic alignment upon first entering limbo must pass a wisdom willpower check and then  fail  a saving throw vs paralyzation to possess this quality; if they are successful then they can exist in the soup as a native class wikitable align left terrain maintenance -  ability score   range of terrain   type of terrain  - 0 none none - 1-4 10 feet per attribute point flat meadow simple - 5-10 10 yards per attribute point hills trees streams complex - 11-18 100 yards per attribute point buildings streets artificial - 19 1 mile per attribute point complex buildings includes native animals a far more reliable method of spending time in limbo however is the art of chaos-shaping those with strong force of will can form the matter around them into whatever form they desire &mdash; a peaceful meadow a sandy beach a city street anything they want the range and accuracy are of course limited by the strength of their will as shown in the table here on stable terrain people can walk safely breathe real air and avoid the deteriorating effects of limbo shaped terrain lasts only as long as the individual concentrates on it however and such activities require full attention to the exclusion of any other activities besides walking and conversing and even that that's to a fairly limited degree there is a githzerai sect trained in the ability to chaos-shape unconsciously the anarchs but such a proficiency can only be taught by someone already trained in the art even this ability allows only natural terrain to be maintained in such a manner; artificial structures muct be concentrated on or else they fade away even in stable terrain however the effects of limbo aren't completely avoided the phenomenon known as miniflux is still a factor for all dwelling within limbo items carried by a person that are usually at the forefront of ones mind &mdash; a wizard wizard's spellbook a soldier soldier's weapon a thief thief's picks &mdash; are immune to this effect however less-commonly used items are well susceptible to this; any such items carried by someone traveling in limbo have a chance to shift in form becoming something else entirely a set of extra clothing a whistle some chalk any of those items most travelers carry but few use can fall prey to miniflux a successful wisdom willpower is required on each such attempted use to prevent it from occurring to that item magical conditions magical conditions magical conditions class wikitable -  abjuration  no change -  alteration  see below -  conjuration summoning    find familiar   is especially effective on limbo giving the caster a choice between 1d4 potential familiars -  divination  a saving throw vs paralyzation is required to gain any useful information from any divinations cast on limbo; if failed the divination result is too chaotic and jumbled to gain any useful information from it -  enchantment charm  no change -  illusion phantasm  thanks to the churning chaos matter of limbo every illusionary creation brought about from a spell cast on limbo has a 10 chance of becoming real -  invocation evocation  no change -  necromancy  no change -  wild  wild mages roll twice for level variation on a successful spell in limbo taking the better of the two results if either indicated a wild surge however it occurs in addition see below -  elemental  elemental spells have double the normal duration and area of effect on limbo; instantaneous spells have a duration of 1d6 rounds and one target spells have an area of effect of a 1d10 foot radius as strange as limbo is on the whole it has an even greater effect on the arts of spellcasting any attempts at casting an arcane spell in limbo require an intelligence check; on a failure the spell fizzles lost from the caster caster's memory further if the check is failed with a 20 or the caster is in the chaos matter of limbo rather than stable terrain the spell causes a wild magic wild surge to erupt wild magic is especially affected by limbo; even on stable terrain all intelligence failures trigger a wild surge even worse in the soup all castings of wild magic failed or successful trigger a wild surge in addition to not instead of the normal chance for a surge that all wild magic has class wikitable align right alteration magic in limbo -  &le;20  no special effect -  21-40  slightly modified appearance -  41-60  slightly modified appearance and properties -  61-80  moderately modified appearance and properties -  81&ge;  highly modified appearance and properties besides wild magic alteration spells are also especially dangerous on limbo with the effects of such a spell under much less control here than on other planes if an alteration spell is cast successfully a percentile check is made with the spell being modified as the following table  slightly modified  appearance means that the end result of the spell is unchanged but the effect is tweaked in a manner that doesn't interfere with its functioning; a  magic mouth  having fangs for example slightly modified appearance and properties means that the spell spell's functioning is shifted to a small degree as well though still not so far as to interfere with it; the same  magic mouth  possessing a lisp  moderately modified  appearance and properties provides a great difference in functioning but still essentially under the control of the spellcaster;  infravision  granting scentvision rather than heatvision  highly modified  appearance and properties means the spell is entirely out of control ofttimes manifesting as the caster caster's greatest fears though of course nothing is guaranteed in limbo ;  stoneskin  transmuting the caster into a living yet immobile glass sculpture spell keys spell keys spell keys spell keys on limbo if found allow the prevention of spell failure and wild surge possibilities in addition to the normal protection from local effects they are most commonly one of two types; those representing change and those representing balance keys that represent change take the form of some malleable and temporary construct a smoke ring slowly drifting away from the caster as it expands a few grains of salt dissolved in a bit of water a smoldering ember only minutes from dying to a cinder these keys are most often those for the schools of alteration enchantment and illusion those that represent balance however take the form of some object close to losing its stability a spinning coin a vase of water balanced on the head a dagger kept upright on a fingertip; those with some element of potential destruction are the most effective these keys are most often those needed for the schools of abjuration conjuration and evocation because of the nature of limbo spell keys here are by their very nature transient what works once is by no means guaranteed to work again they're most often qualities of some insight by the spellcaster at the time of casting realizing what could work at the time to protect his spells; a spellcraft check is necessary to identify the key at a given time while a wisdom willpower check is necessary to manifest it power keys power keys power keys power keys are far more common on limbo than any other plane as rather than test a follower for the right to possess one a power key is itself used as the test; when given one how will they use its power those who prove faithful are allowed to keep it while those that do not have them taken back by their god power keys are most often given out for the spheres of charm creation and elemental locations locations locations limbo being an infinitely-differentiated mass has no layers or if it does they are in constant flux sites the spawning stone cities barnstable the floating city shra'kt'lor realms fennimar fenmarel mestarine 's realm powers powers powers elven pantheon fenmarel mestarine - faerunian pantheon tempus - indian pantheon agni - indra - vayu - japanese pantheon shina-tsu-hiko - susanoo - oerthian pantheon zagyg - category chaos category xaositects 